The Redemption Run: Dame Beatrix the Pure (original BG full trilogy run)

JustKneller

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Episode Nine: Over the River and Through the Woods

The bounty hunters provided no clues about Beatrix's enemy. All that really had changed was that Beatrix's suspicions were confirmed. The party sat around their table at the Jovial Juggler and mulled over their options over mulled wine. They considered a number of possibilities, but Kivan had an idea that might kill two birds with one stone. If the enemy is baffling, they should baffle the enemy in return. They could wander the far reaches of the Sword Coast making a name for themselves wherever they went. They would bait the enemy, but the enemy would not know where to find them, which would scatter his efforts. And, if they come across any ogre bandits in the process, all the better.

Kivan's ulterior motives aside, Beatrix saw the logic in this. A moving target is harder to hit, regardless of how sparse the cover. Beatrix felt like she had heard that somewhere before. Shaking off that feeling, she agreed to the tour of the Sword Coast. In order to increase their visibility, they gave their party a name. Beatrix and the Kind Wayfayers (tip of the hat to Pillars of Eternity :D).


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Their first stop was an a expedited expedition to the southwest where they met a noble who could spread word of their deeds.

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They made a memorable appearance at the Nashkel Carnival.

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The Kind Wayfarers then rushed to the eastern plains and made an impression there.

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The next trip was south to rub elbows with celebrities.

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And finally they visited a peninsula on the western coast. From there, one can barely see Candlekeep on the horizon to the north. Beatrix and Imoen took a moment to take in the view and think about how far they have come in the last couple months.

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It was there that Ajantis took Beatrix aside. He told her that she had been very good at following a knight of the Order, but a knight also needs to know how to lead. He would be leaving to continue his own personal quest, and it was up to Beatrix to lead the Kind Wayfarers from here, not just in name, but in practice. They then rejoined the group to share the news. Before departing, Ajantis gave Minsc the The Brawling Hands and said he must be quick on his toes, as it was up to him to watch Beatrix's back in battle.

It was a bittersweet parting for Beatrix. She relished having a kindred spirit as a companion, but she also saw the truth in his words. She would lead this party and would some day be a knight in the Order once she's proven herself. As Ajantis headed east, Beatrix led the companions south, keeping the sea in view. She hoped it would help her think and decide where to lead the Kind Wayfarers next.


This wraps up all the outdoor areas not related to the main quest, except for the zombie farm (which I'll do on the way to Ulgoth's Beard), Brage's map, and one other, the latter two I will get to later.

Also, I'm generally letting party members keep what they have equipped when they leave, but the gauntlets are too valuable to let go. Ajantis did get to keep the enchanted bastard sword, Ankheg Armor, a medium shield +1, Elves' Bane, and a few useful potions. I almost considered having him give back the girdle, but we should be fine. Beatrix has pretty low AC, she'll eventually get the Shield of the Falling Stars (+4 vs missiles), and one of the mages will have protection from missiles, just in case. On top of that, Durlag's is soon and blunt damage is far more common (dopplegangers and ghouls).

Lastly, I put a lot of thought into who to drop (Ajantis or Kivan) to make room for Safana. I could have had Kivan get sick of not finding bandits and leave, but I think Ajantis' departure is a better story beat for Beatrix's growth. Also, if Kivan had left, I'd have three frontliners and no archers. But now, I have two frontliners and one (bad ass) archer.


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JustKneller

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So, here's a thought.

How can my Lawful Good paladin do Werewolf Isle? There are two problems with this.

One, I need to steal a map from the Merchant League Counting House in Baldur's Gate. Baldur's Gate is on lockdown until I flood the Cloakwood Mines. In other words, we're well on the rails for the main quest at that point and there's no good RP reason to piss off to some random remote island. One might make the argument that after being set up for murder and wanted on the Sword Coast that it would be a good time to get lost and let the heat die down, but that seems a little weak to me. Is there a stronger point?

Two, I need to steal a map from the Merchant League. Here's the thing. I, JustKneller, would probably not consider myself to be LG in real life. Maybe NG, maybe LN, maybe even true neutral, possibly even CG if I've had some bourbon. ;) Now, if some stranger approached me with some altruistic sob story and asked me to break into the chamber of commerce to steal some paperwork for them, that just ain't happening.

So, is there some RP way that Beatrix, knowing this guy isn't even from Waterdeep as he claims based on his accent, can do this quest?
 

BelgarathMTH

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All I can think is that you could go there intending to *ask* for a copy of the map, or to buy it. When you go in there, they attack on sight (iirc), and it becomes self-defense. I can't remember if the door to the place is locked. Do all these people ping evil with Detect Evil? I suppose Mendez (sp?) also pings evil, which would cause a problem with having anything to do with him in the first place.

I forget a lot of the details about what he actually says to you when asking you to get the map. Is there any kind of compassion angle possible? Like you need to help stranded/sick/lost people regardless, even if you have a hunch that it's a mistake to trust Mendez, and he pings evil.

You could maybe take some liberties and re-write some dialogues and events if you really want to do the quest. I personally don't object to a little "head-canon". A lot of these game scenarios are written in a way that cause problems for well-played alignments of both good and evil varieties. I'm not sure the designers and writers really expect most players to care all that much about their alignment, thinking that just playing a fun game trumps alignment role-play.
 

JustKneller

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All I can think is that you could go there intending to *ask* for a copy of the map, or to buy it.
I'm pretty sure the opening dialogue is just a bunch of bluffs.

Mendas's story is that the merchants would just ransack Balduran's ship while Mendas want's Balduran's logbook for the sake of preserving history. Of course, this is just him saying this and not only could be be a liar, he has some red flags from the start and he actually is a liar. I would actually expect Mendas himself to flag for evil (he comes up NE on the wiki).

This isn't looking good...

Another slight hiccup:

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Her Find Traps is at 65. Even with a potion of perception (easy enough to get), she only gets to 85. Definitely not good enough for Durlag's Tower, which is basically what is next for the party. Imoen has FT at 100, but she's also at 34/40kxp so she'll be dualing pretty soon. The only other way to bump Safana's FT is a potion of power. I have one, but there are no other before BG city. Potions of mind focusing can get me the rest of the way, but the only place to get them outside of the city is the FAI, which I haven't even entered yet for various story reasons.

I'm a little bit in limbo until I can figure this one out.
 
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Selerel

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I don't know if I can see a good motivation for a Paladin to do the Werewolf Island quest. The "good" angle is that the Merchant's League are bad guys, at least because of their greed, and you are somehow restoring justice by getting to Balduran's Isle first and preserving this supposed history. But as you've pointed out, this all requires doing unlawful things. And the whole thing puts you out for like 6-weeks gametime, which can throw a wrench into the flow of the rest of the story depending on where you are in the plot.

I've thought back on the true "roleplay" campaigns I've done, and looked how often I ended up going to Balduran's Isle:

  • True Neutral Avenger - Yes (was on a mission to restore "balance" to wherever I could)
  • Neutral Good Wizard Slayer - No (just had more important things going on that led to the endgame)
  • True Neutral Kensai - No (Mendas was offputting and I just didn't want to deal with him)
  • Chaotic Evil Berserker - Yes (it was actually the "main" plot for my main character for a while; he thought he could enrich himself by claiming the trading outpost for himself)
  • Chaotic Good Fighter/Mage - Yes (my PC believed Balduran's Logbook would be a valuable enough tome to get into Candlekeep--stubbornly didn't want to work with Duke Eltan. Ended up being a big waste of time obviously.)
  • Lawful Netural Cleric/Mage - No (didn't want to do anything to upset the Merchant's League)

So 50% of the time. I think it's fine to skip on certain playthroughs.

Side note, if it's any use: Now that I'm remembering...there is some way that you can buy a barrel of ale for one of the Merchant's League guys on the second floor, and he'll drunkenly give you the sea charts. It still may be tough to avoid bloodshed to get TO the second floor, but it can be done with stealth I believe. And possibly non-lethal spells. Did this with the F/M.
 

JustKneller

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Side note, if it's any use: Now that I'm remembering...there is some way that you can buy a barrel of ale for one of the Merchant's League guys on the second floor, and he'll drunkenly give you the sea charts. It still may be tough to avoid bloodshed to get TO the second floor, but it can be done with stealth I believe. And possibly non-lethal spells. Did this with the F/M.

I believe you are right. But you have to lie to get in the door. And, I'm not even necessarily opposed to lying as a paladin, but it would have to be to people she believed was evil. Mendas' story doesn't track from the start and he has magic resistance to Detect Evil (just tested it). That's all kinds of fishy for my paladin.

I know, RPing a paladin, I'm going to have to take a pass on some content (i.e. the thieves' guild quests in BG city), but this is a pretty big chunk to lose out on. There's a lot of xp (which I think I could use) and some decent treasure there.
 

Selerel

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Two comments:

1. As far as the Merchant's League, I'm sure there is an option to NOT lie or use subterfuge. Of course, that will lead to a battle. But remember--nothing says you have to kill anyone. You can use non-lethal means such as sleep, Confusion, Hold, Charm, etc. I don't think the 2nd floor people will be aggro. So you can possibly neutralize the guards, hide your party in one of the rooms on a 1st floor, while a thief or someone else goes up and has the keg of ale discussion. This has to be done 2x, once for the return trip as well. But you can re-memorize spells between the first and second go-round.

2. I say you try Durlag's. Yeah Safana seems far away from the next level, but by the time you do the upper 3 levels and then start the bottom levels, you may be surprised how much experience you gained. You just need one level to get to 90 detect traps. And if you activate a missed trap or two in the intervening time, it'll *probably* be fine. Next option, you can hold off on dualing Imoen until you feel Safana is up to speed, so Imoen can be your trap detector in the gap time. As long as Imoen doesn't level up beyond what you want her to, Imoen's total experience in her first class should drop back to whatever the minimum xp level is ONCE you dual. So for example you can roll with Imoen until like 65k xp. When you dual, she'll drop back down to 40k xp, so you'll still be able to get her the 121k xp in her next class to get her to the xp cap. So on one hand she'll have gained "wasted" xp, but at least it won't count against the xp cap. At least this is way I think it works in the EE in any case, I'm sure someone will correct or add nuance if I'm wrong. (There's an option of dropping a party member or two to increase XP gain for the remaining members, but I don't think you want to do that, so this stays in parentheses).

But ultimately "destroying evil in a haunted dungeon" may jive more with your character than "compete with the Merchant's League to find a legendary island in the middle of nowhere".
 

Black Elk

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Maybe Imoen breaks off for a solo mission on this one? A fever dream she just couldn't shake... perhaps the fireballs and all those Wolves out on the road? An off scent rumor she picked up somewhere along the way, and then it was just gnawing at her. I'm not above pinning it on Imoen hehe. She had to see for herself and popped the locks? Oh no!!! Then the party would have to make the shot call, like what to do when you try to return the stolen documents or whatever heheh. Depends I guess on the dual plan. Otherwise maybe Safana going rogue with a side hustle in charts? Could service the intraparty drama and potential party comp shake ups down the road, if she gets Beatrix caught up, but then it's like a different call at that point. What to do as team leader when confronted rogues with being roguish randomly. Like if Imoen is breaking protocol when Beatrix was distracted that might go over a bit differently. Safana being new to the crew might not catch the same breaks. But then who knows! Good stuff though! Can't go wrong with some Werewolves
 
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JustKneller

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Interlude One: I Really, Really, Hate Mages

I am having the nastiest time with one of my least favorite fights in the game.

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Three mages, and the most protected one is trigger happy with fireballs.

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Ordinarily, I would just drag an NPC's corpse to a temple and raise dead, but we're stuck on Ice Island, it's the very first fight, and I need these people so I can get off the island to get people to the temple to be raised. So, I've burned some reloads to try again. It's the same death too many times. Someone gets whacked with a fireball and I don't have enough fire protection to go around. After three goes, I decided to take a break from playing.

I usually open this fight with two fireballs of my own. One from Dynaheir just out of line of sight, and the other from Minsc, stealthed with the necklace of missiles. I figure this should soften them up enough for quick kills. All their saves vs. spells are really low, too, so really my 11d6 worth of fireballs are only doing around 15 damage (not counting any fire resistances) most likely against their HP of 35ish, 45ish, and 55ish.

Then I focus mostly on the fireballer to get some spell interrupts. Except, he has a cheaty developer ring that gives him a crap ton of MI and therefore can shadow door without interruption, so that has my team running around to chase his cheaty ass. Dynaheir has to chase him as well, to MM his MI, but not before he fireballs someone to death.

I don't have a cleric to cast silence, but really the odds of that sticking are 87.5% for one of them, 37.5% on two, and 12.5% for all three. GM could help with that, but Dynaheir doesn't have level 4 spells yet and couldn't cast it anyway (Invoker).

Oddly enough, my party with Maven (the cleric/wild mage) was weaker, but got through this one without much of a hitch. Wish I could remember how she did it, but odds are she just got lucky with a silence spell.

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JustKneller

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Episode Ten: A Grand Adventure, But First a Detour

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Heading south, the party stumbled across an obscured cave. The flesh golems that inhabited it posed no challenge for Kivan, having used poison arrows from the sirenes. Likely left by pirates, the Kind Wayfarers found a treasure trove in the cave, which they collected and moved on.

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Further south crossed their path with the treasure hunter Safana. She was seeking the aid of stalwart adventurers to recover a pirate treasure in a nearby cave. Beatrix broke the news. Momentary dismay led to quick calculation. Safana proposed the lot team up to tackle Durlag's Tower. Beatrix agreed, seeing this as her chance to prove her leadership.

Their first stop was Ulgoth's Beard, a small village supposedly rife with lore of the tower.


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The hamlet held a handful of cottages and one public house that served as the inn, the tavern, and the general store. In the latter, a Dwarf solicited the Kind Wayfarers to retreive a family heirloom from the tower. They accepted the offer and continued to carouse. The inn's store was anything but humble. Its stock put Thalantyr's to shame. The party purchased a magical cloak for Beatrix and a number of spells for Dynaheir. There was more the party wanted, but they did not want to drain their coffers.

I forgot about the cloak of displacement's missile AC bonus. I'm missing Elves' Bane even less now.

Unfortunately, the villagers only had speculation and rumors to offer. There was even some huckster selling tours of the tower. The Kind Wayfarers agreed that their best course was to move on to the tower...

but not before a slight detour.


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A local mage of no small import asked the party to complete a simple task: retrieve his cloak. Beatrix thought this might make for a simple test of her leadership before they take on the tower. They were instantly teleported to a small frozen island. Ice floes were all they could see in every direction. In the middle of the island was a cave leading down.

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Did I mention that I really hate these guys?

They found themselves in a strange oubliette with winding hallways. At a number of places were mages, driven mad by captivity, seeking any means to get off the island.

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These battles tested the Kind Wayfarers' mettle. They often had to camp in between encounters to recover. Only having Beatrix's healing powers and no cleric, these respites were usually quite long.

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It was during this time that Imoen decided to hang up her rogue's cowl and pursue the arcane. Safana could manage rogeury so Imoen could focus on her studies with Dynaheir's mentorship.

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The dungeon eventually gave way to cave again. The Kind Wayfarers fought through many a winter wolf's den until they found the custodian of Shandalar's cloak. Just as mad as the rest, the party fought the wizard with the aid of a mountain bear Minsc had befriended along the way. When the wizard was slain and with cloak in hand, they exited out of the back of the cave and somehow found themselves right back where they started. Before confusion could set in, the group was magically whisked away.

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JustKneller

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Interlude Two: Did I Just Get Locked Out?

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This is Durlag's sublevel two, Kiel's Throne room, if it's not obvious. To the (lower) right is the door to the lever room and (upper) left is the door to continue on. I've been periodically returning to the surface to liquidate treasure with Erdane. On my most recent return, both those side doors are locked. I tried messing with the two statues to the far southwest, as well as smacking around the dummies in the training room. I still have all the ward stones. I can't get either door open.

In classic, I'm not sure, but I don't think you were meant to backtrack through the tower come to think of it. In this area in particular, I know the doors are triggered open when you first see the ghost. I know they can be triggered again from the lever room (to the lower right). In this situation, I don't know how to get these doors open again.

Did I just brick off the rest of Durlag's Tower?

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JustKneller

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Episode 11: Another One Bites the Dust

Apparently, I've bricked this run. I've researched and experimented, but I'm locked out of the rest of Durlag's Tower. And, I don't have a save from before the screw up to have another go at it. DT is probably my most favorite part of the first game and it wouldn't feel right for the run just skipping the rest. All the same, I don't want to replay the whole thing (all I have left after DT is the MQ) with the same character to pick up where I left off. This probably means a new concept/character. I'm ironing out a couple ideas and will probably start again.

Like I said at the beginning of Maven's run, I'm dead set on beating the full trilogy, and with the canon party, one way or another. However, if this next one fails, I'll probably stop posting LPs since I don't want to clog the forum with failed LPs.

One thing I discovered over the course of trying to figure this all out is that Imoen is not actually a Thief 7/Mage X in BG2. Based on her skills in BG2, she's only a level 6 thief even though her sheet says she's level 7. I checked her saves, backstab, and hp as well. For all three, it could/would be the same either way. The Enhanced Edition adjusted this by boosting her thief skills (in a seemingly random way), but frankly, dualing at level 6 makes more sense on so many levels. So, on the bright side, I have that to look forward to in my next run. If I time it right, I might even be able to skip Safana to cover the gap.

But, yeah, another one bites the dust.
 
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